The Cold War is taking place at the time, and the U.S.S.R is trying to become the powerhouse of the world. Desperate to stay in check with America and their production of nuclear weapons, a large Factory in the heart of the motherland has been raised and is fuel-bent on one thing: to produce weapons of mass destruction.

The factory is not just one factory, but a combination of around 15, a massive area indeed, and is located on a tall chain of mountains in the urals. the location of the battle is in the Explosive Weaponry testing facility, which is nestled into the side of the highest peak in the chain. the ground has been leveled, so the battle arena is a flat 300x300 feet surrounded by tall gaping mountains, dotted with large iron building that plume out choking black smoke.

here is where the smaller proto types are tested out, and if they succeed with their purpose, then the blueprints are taken to the mass production factory and created to help the U.S.S.R bulk up in case of an American Onslaught. the whole area is mottled with mute colors; the white of snow, blotted by the black of ash and the gray of shrapnel. no trees or water sources can be found here in this "valley"; this was made for war, not nature appreciation. The arena is tested 24/7, always being used for experimentation of different weapons, ergo, shrapnel is flying constantly. this means your pokemon will slowly lose health- the metal bits are sharp!

The Facility is in open air, but is very odd, needing intense detail to get the picture. the ground, underneath all the ash, snow, ans shrapnel, is very hard. the ground here is permafrosted, so nothing can be dug into it, unless your pokemon is steel. only Steel pokemon can use their extreme power and tough bodies to dig into this difficult terrain. Also, the ground is magnetized, to test some special weapons the Soviets have concocted. therefore, all Steel pokemon can be positively charge, and float, giving them the magnet rise status as long as they are on the battlefield. The sky is a thick gray brew of clouds, and no sunshine can be called upon. Rain is rare in these parts, but a clever and talented pokemon can whip up a mighty deluge. Hail cannot occur here because, but it does snow a lot, dropping the temperature drastically (this is russia in the middle of winter in the mountains after all). Sandstorms oddly can be generated.

The air is sharp as the shrapnel flying through it, and is cold as the ice that layers the Motherland. The temperature here is blisteringly low, and fire will be difficult to create, lowering the BAP of all fire attacks by 3.

In general this is a rough and rugged place to battle in. the condition are tough, and only an iron-thick hide can get you through safely. Watch out for the incoming missles and test bombs!

In summary:
Constant Shrapnel weather (2 DPA on anything that isn't part Steel)
Steel types have constant Magnet Rise effect
Sandstorm and Rain may occur in addition to the Shrapnel, but no Hail or Sun
Dig can only be used by Steel mons (and Ground mons by virtue of STAB description
BAP of Fire attacks reduced by 3

Such harsh weather. The cold of Russia really is the wrathful mistress the stories say...

Good thing this is all just a simulation! (At least for the audience; the trainers and their Pokemon are feeling all the effects in the VR room...)

Welcome trainers and spectators to a rare ASB treat: a clash between 2 Gym Leaders! The renowned trainer known only as "That Random" has decided to challenge the ruler of the house, C$FP to a magnificent battle. Does this nondescript, but powerful challenger stand a chance against a master of Steel Pokemon? Let's take a quick look at their teams, first.

Magnezone* [Electro] (Genderless)Nature: Modest (+ * to Special Attack, - * from Attack)Type: Electric/SteelElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments. Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Ability 1: Magnet Pull
Type: Can Be Activated
This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel-types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.

Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Ability 3 (DW) [unlocked]: Analytic
Type: Innate
If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Metagross [Brains] (Genderless)Nature: Careful (Adds One (1) Rank to Special Defense; Substracts One (1) Rank from Special Attack)Type: Steel/PsychicSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories. Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Ability 2: Light Metal (DW) [unlocked]
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Abilities:
Ability 1: Inner Focus
Type: Innate
When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Ability 2: Steadfast
Type: Innate
If this Pokemon is flinched, it becomes aware of the speed difference and increases Speed by one (1) stage to make up the difference. This Speed boost is maintained at the end of each round.

Ability 3: Justified (DW) [unlocked]
Type: Innate
This Pokemon's body reacts to dark energy, invigorating its passions. When hit by a Dark-type move, the Pokemon's attack will increase one (1) stage. A boost gained this way by another Pokemon's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Kitsunoh [Big Poe] (Male)Nature: Jolly (+15% Speed, +19% Accuracy (127*127/870=18.54), -1 Special Attack) Type: Steel/GhostSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Ability 1: Frisk
Type: Innate
The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.

Ability 2: Limber
Type: Innate
This Pokemon’s body is well trained and immune to paralysis.

Ability 3: Cursed Body (DW) [unlocked]
Type: Innate
When this Pokemon is struck by an opponent's attack, there is a 30% chance that the attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Steelix [Boulder] (Male)Nature: Adamant (+ to Attack, - from Special Attack)Type: Ground/Steel
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Rock Head
Type: Innate
This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.

Ability 2: Sturdy
Type: Innate
This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.

Ability 3: Sheer Force (DW) [unlocked]
Type: Can be Enabled
This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.

Bronzong [Bronzong] (Genderless)Nature: Brave (+ to Attack; - 15% from Speed; -10% flat evasion) Type: Steel/PsychicSteel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Psychic: Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Levitate
Type: Trait
This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.

Ability 2: Heatproof
Type: Innate
This Pokemon's mirror-like alloyed skin protects it from Fire-type attacks, reducing the type effectiveness of Fire-typed attacks to the next level of resistance (2x weak becomes neutral, neutral becomes resistance, etc.) The damage inflicted by burns is also cut in half.

Ability 2 (DW) [unlocked]: Light Metal
Type: Innate
The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Empoleon [Pimpoleon] (Male)
Nature: Modest (+ to Attack; - from Special Attack)Type: Water/Steel
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Steel: Steel STAB; immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Torrent
Type: Innate
When this Pokemon’s HP is lower than 33%, the Base Attack Power of any water attack is increased by two (2). (eg Water Pulse goes from 6 to 8, Hydro Pump from 12 to 14)

Ability 2 (DW) [unlocked]: Defiant
Type: Innate
The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's Attack or Ability, its Attack increases by two (2) stages. Attack Boosts gained this way are not subject to deterioration that round.

TYPE
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

ABILITIES
Hyper Cutter: (Innate) This Pokemon always keeps its claws/teeth/pincers extremely sharp, and thus cannot have its attack reduced.
Sand Veil: (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.
Poison Heal (DW Unlocked): (Innate) Pokemon with this ability have internal structures that absorb the toxins in poison and uses them to recover two (2) HP/action instead of taking poison damage. Their Toxic counter will still go up should their ability be disabled.

TYPE
Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Sticky Hold: (Innate) This Pokemon’s body is covered in a sticky substance that prevents item theft or swapping.
Storm Drain: (Innate) This Pokemon lures all water attacks to itself, altering their course away from partner Pokemon. It absorbs the water and increases its Special Attack by one (1) stage. This boost is maintained at the end of each round.
Sand Force (DW Unlocked): (Innate) This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have two (2) added to their Base Attack Power. Pokemon with this ability are immune to Sandstorm damage.

TYPE
Fire: Fire STAB; immune to burn, 50% reduction in freeze chance, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or bushfire areas.
Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

ABILITIES
Magma Armour: (Innate) This Pokemon has a strong, heated armour that makes it incapable of being frozen. The armuor also reduces the Base Attack Power of all incoming attacks by one (1).
Solid Rock: (Innate) This Pokemon’s body is extremely solid and durable, and the Base Attack Power of incoming super-effective attacks is reduced by two (2).
Anger Point (DW Unlocked): (Innate) When struck with a critical hit, this Pokemon becomes enraged and its Attack rises to maximum (Stage 6). However, its Attack will drop up to two (2) stages at the end of each round instead of one (1) stage until it reaches stage zero (0).

It seems that It's A Random's team has been perfectly picked to destroy Steel Types (such as one would expect from the Ground Gym Leader.) Can C$FP's advantage of a large pool of Pokemon and an immunity to this arena's hazards help him prevail?

It's A Random sends out his first Pokemon
C$FP sends out his, then orders
IAR orders

Next Time:

The Battle Begins: An Epic Beginning to the Battle Between ASB Giants!

Ice Fang, Aqua Tail, Ice Fang
IF Gliscor {uses Counter} OR {is underground}, THEN use Double Team (4) the first time, Rock Polish the second, and Substitute (20 HP) the third, following with Ice Fang and Aqua Tail (unless this substitution is triggered again)

The Battle Begins: An Epic Beginning to the Battle Between ASB Giants!

Hp: 100
En: 100
Status: none
Other: none
Item: Razor Fang

V.S.​

Hp: 100
En: 100
Status: none
Other: none
Item: Expert Belt​

The strikes of two Pokemon resonate as the will of their trainers intensifies...

To initiate the battle, It's A Random sends out what is arguably his most famous Pokemon, Capers the Gliscor. While none of his Pokemon have an ideal match-up with the Flying/Ground-type, Leader C$FP sends out one of the toughest Pokemon in all of ASB, his Steelix, Boulder.

With a surprising jolt of speed, C$FP's Steelix goes in for an Ice Fang sure to chill the 4x weak opponent to the core.
Unfortunately for it and the Gym Leader, Capers uses even more Agility than his foe (which, honestly, isn't all too difficult) to completely evade his strike.

With his opponent out of breath and still recovering from its miss, Gliscor decides to add insult to... injury(?) and Taunt his foe.
The extra aggravation Steelix is feeling after his humiliating whiff and his opponent's jeering must have gotten to his killer instinct, because the Aqua Tail he smashes Capers with hits him with extra force. The combination of the water obtained from the surrounding "snow" coating Steelix's tail and the resulting critical hit add up to some good damage against Gliscor.

Not particularly wanting to get bruised again, Capers decides the most wise course of action is to Dig into the ground, avoiding any hits that Boulder might try to land.
Boulder tries to follow his trainer's sneaky commands and Double Team, but his adrenaline is still flowing from the last action.
Capers takes advantage of his foe's crisis and comes up to strike him for a minuscule amount of damage.

This Battle is far from over, folks! Who will win in this battle of greats? Can Capers hope to deal a decent amount of damage to Steelix? Can Boulder's defenses hold up to Gliscor's tricks?

A famous and terrible Pokemon enjoys tormenting a wall of iron. But can idle threats hope to bring down such a force?

Everything seems calm this round, as Capers gently levitates in the air to Chill and recover its energy.
Boulder, however, has no such notion of peace in its mind, and attacks the Gliscor with a devastating Ice Fang that deals a surprising amount of damage to the normally hardy bat/scorpion/thing.

In the second part of the round, both opponents try to perform similar actions. Gliscor uses Agility, enhancing it's awareness and reflexes to increase his speed.
Meanwhile, Steelix sharpens down all the rough edges on its tough carapace to improve his traction and speed. In the end, Boulder's action is useless as Capers is still much faster.

The end of the round begins with a Taunt from Gliscor to set Boulder's blood boiling.
After seeing this performance for the second time, Steelix can't help but still be enraged, and is unable to Chill like his trainer ordered.

Moderator

A couple of things, Ice Fang was calculated incorrectly; I had it down as ((7 (BP)-2.5 (Stat Diff)+2 (Sheer Force)+2 (Expert Belt))*2.25 (SE))=19.125 DMG. Also, Steelix doesn't get STAB from Rock Polish, so it should cost 7 EN, not 6. That said, Gliscor has 33 HP, Steelix has 36 EN. At any rate...

Agility (Evade) > Roost > Agility (Evade)IF Smack Down (Non-Combo) A2, followed by (Damaging Ground Move) A3, THEN Change A2 to Dig & A3 to Chill
When the entire match will be effectively decided by the first KO, I'll do everything in my power to drain you out! Can you handle it? Or will you crack...

In an abandoned base, two exhausted warriors face each other in a battle of wits and stamina.

To begin what seems to be the eighth inning of the duel between Gliscor and Steelix, Boulder summons a Rock Slide to attack Capers.
The Gliscor tries to avoid the attack with his Agility, but his speed is unable to overcome the sheer number of rocks, and he is hit.

Becoming tired, Capers Roosts on the ground to recover some of his health.
Seeing his chance, Steelix uses the very earth it has rested on to Bulldoze Capers and slow him down a small amount.

Boulder then strikes with another Rock Slide that the unanticipating Gliscor is yet again unable to use his Agility to escape.

Moderator

Just saying, when a Pokemon is left with x.5 HP at the end of a round, that .5 is rounded up, not down. Also, If Rock Throw crits, I think I am going to kill someone.
Substitute (15 HP) > Chill > Taunt
We may have to En KO ourself & be at a big disadvantage, but I will En KO Steelix, one way or another!

In an underground base, somewhere in Russia, a duel of wills has broken out between two warriors...

Capers begins the round by creating a small, but efficient, Substitute.
However, the already tattered looking doll is soon completely ripped to shreds by Boulder's Ice Fang.

Capers then decides to take a break and Chill for a bit.
Boulder takes more than a slight offense in Capers lackadaisical attitude, and decides to pelt him with a wound-up Rock Throw. Fortunately for the Gliscor, Steelix's attack does only a pittance of damage.

The round ends with Capers attempting to Taunt Boulder for what feel like the hundredth time, while Boulder Protects himself from Gliscor's annoyance.

It's really down to the wire now, folks! Gliscor is unable to rest in any form now, while Boulder most likely won't have that luxury either...